/*
 *  GameLayer.h
 *  pogostick
 *
 *  Created by daddy (chuck@kollar.com) on 9/18/09.
 *  Copyright 2009 Charles P. Kollar All rights reserved.
 *
 *  This program is free software: you can redistribute it and/or modify
 *  it under the terms of the GNU General Public License as published by
 *  the Free Software Foundation, either version 3 of the License, or
 *  (at your option) any later version.
 *
 *  This program is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with this program.  If not, see <http://www.gnu.org/licenses/>.
 */

#import "cocos2d.h"
#import "common.h"
#import "cpMouse.h"
#import "Level.h"
#import "Floor.h"


////
//// The layer in which controls and indicators are kept.
//// This layer conceptually "overlays" the game layer...

@interface OverlayLayer : Layer {
    float menuX;
    float menuY;
    Sprite *menuSprite;
    LabelAtlas *labelAtlas;
    NSMutableArray *scoreImageView;
    UISlider *springSliderCtl;
}

@property (readwrite,assign) float menuX;
@property (readwrite,assign) float menuY;
@property (readwrite,assign) Sprite *menuSprite;
@property (readwrite,assign) LabelAtlas *labelAtlas;
@property (readwrite,assign) NSMutableArray *scoreImageView;
@property (readwrite,assign) UISlider *springSliderCtl;

@end


////
//// The layer in which the game takes place...

@interface GameLayer : Layer {
    //cpMouse* mouse;
    Level *level;
}

@property (readwrite,assign) Level *level;

// as cancelled and up do the same thing
-(void) ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event;
-(id) init;
-(void) dealloc;

@end
